Files
assaultcube-/source/src/server.h
T
ac-stef 9bb9cc280b click
shutter sound, cut, edited and compressed

original at: www.freesound.org/people/jgrzinich/sounds/155385/
original license CC0
2017-06-13 14:19:16 +02:00

661 lines
31 KiB
C++

// server.h
#define gamemode smode // allows the gamemode macros to work with the server mode
#define SERVER_PROTOCOL_VERSION (PROTOCOL_VERSION) // server without any gameplay modification
//#define SERVER_PROTOCOL_VERSION (-PROTOCOL_VERSION) // server with gameplay modification but compatible to vanilla client (using /modconnect)
//#define SERVER_PROTOCOL_VERSION (PROTOCOL_VERSION) // server with incompatible protocol (change PROTOCOL_VERSION in file protocol.h to a negative number!)
#define valid_flag(f) (f >= 0 && f < 2)
enum { GE_NONE = 0, GE_SHOT, GE_EXPLODE, GE_HIT, GE_AKIMBO, GE_RELOAD, GE_SUICIDE, GE_PICKUP };
enum { ST_EMPTY, ST_LOCAL, ST_TCPIP };
extern int smode, servmillis;
struct shotevent
{
int type;
int millis, id;
int gun;
float from[3], to[3];
};
struct explodeevent
{
int type;
int millis, id;
int gun;
};
struct hitevent
{
int type;
int target;
int lifesequence;
union
{
int info;
float dist;
};
float dir[3];
};
struct suicideevent
{
int type;
};
struct pickupevent
{
int type;
int ent;
};
struct akimboevent
{
int type;
int millis, id;
};
struct reloadevent
{
int type;
int millis, id;
int gun;
};
union gameevent
{
int type;
shotevent shot;
explodeevent explode;
hitevent hit;
suicideevent suicide;
pickupevent pickup;
akimboevent akimbo;
reloadevent reload;
};
template <int N>
struct projectilestate
{
int projs[N];
int numprojs;
projectilestate() : numprojs(0) {}
void reset() { numprojs = 0; }
void add(int val)
{
if(numprojs>=N) numprojs = 0;
projs[numprojs++] = val;
}
bool remove(int val)
{
loopi(numprojs) if(projs[i]==val)
{
projs[i] = projs[--numprojs];
return true;
}
return false;
}
};
static const int DEATHMILLIS = 300;
struct clientstate : playerstate
{
vec o;
int state;
int lastdeath, lastspawn, spawn, lifesequence;
bool forced;
int lastshot;
projectilestate<8> grenades;
int akimbomillis;
bool scoped;
int flagscore, frags, teamkills, deaths, shotdamage, damage, points, events, lastdisc, reconnections;
clientstate() : state(CS_DEAD) {}
bool isalive(int gamemillis)
{
return state==CS_ALIVE || (state==CS_DEAD && gamemillis - lastdeath <= DEATHMILLIS);
}
bool waitexpired(int gamemillis)
{
int wait = gamemillis - lastshot;
loopi(NUMGUNS) if(wait < gunwait[i]) return false;
return true;
}
void reset()
{
state = CS_DEAD;
lifesequence = -1;
grenades.reset();
akimbomillis = 0;
scoped = forced = false;
flagscore = frags = teamkills = deaths = shotdamage = damage = points = events = lastdisc = reconnections = 0;
respawn();
}
void respawn()
{
playerstate::respawn();
o = vec(-1e10f, -1e10f, -1e10f);
lastdeath = 0;
lastspawn = -1;
spawn = 0;
lastshot = 0;
akimbomillis = 0;
scoped = false;
}
};
struct savedscore
{
string name;
uint ip;
int frags, flagscore, deaths, teamkills, shotdamage, damage, team, points, events, lastdisc, reconnections;
bool valid, forced;
void reset()
{
// to avoid 2 connections with the same score... this can disrupt some laggers that eventually produces 2 connections (but it is rare)
frags = flagscore = deaths = teamkills = shotdamage = damage = points = events = lastdisc = reconnections = 0;
}
void save(clientstate &cs, int t)
{
frags = cs.frags;
flagscore = cs.flagscore;
deaths = cs.deaths;
teamkills = cs.teamkills;
shotdamage = cs.shotdamage;
damage = cs.damage;
points = cs.points;
forced = cs.forced;
events = cs.events;
lastdisc = cs.lastdisc;
reconnections = cs.reconnections;
team = t;
valid = true;
}
void restore(clientstate &cs)
{
cs.frags = frags;
cs.flagscore = flagscore;
cs.deaths = deaths;
cs.teamkills = teamkills;
cs.shotdamage = shotdamage;
cs.damage = damage;
cs.points = points;
cs.forced = forced;
cs.events = events;
cs.lastdisc = lastdisc;
cs.reconnections = reconnections;
reset();
}
};
struct medals
{
int dpt, lasthit, lastgun, ncovers, nhs;
int combohits, combo, combofrags, combotime, combodamage, ncombos;
int ask, askmillis, linked, linkmillis, linkreason, upmillis, flagmillis;
int totalhits, totalshots;
bool updated, combosend;
vec pos, flagpos;
void reset()
{
dpt = lasthit = lastgun = ncovers = nhs = 0;
combohits = combo = combofrags = combotime = combodamage = ncombos = 0;
askmillis = linkmillis = upmillis = flagmillis = 0;
linkreason = linked = ask = -1;
totalhits = totalshots = 0;
updated = combosend = false;
pos = flagpos = vec(-1e10f, -1e10f, -1e10f);
}
};
struct client // server side version of "dynent" type
{
int type;
int clientnum;
ENetPeer *peer;
string hostname;
string name;
int team;
char lang[3];
int ping;
int skin[2];
int vote;
int role;
int connectmillis, lmillis, ldt, spj;
int mute, spam, lastvc; // server side voice comm spam control
int acversion, acbuildtype;
bool isauthed; // for passworded servers
bool haswelcome;
bool isonrightmap, loggedwrongmap, freshgame;
bool timesync;
int overflow;
int gameoffset, lastevent, lastvotecall;
int lastprofileupdate, fastprofileupdates;
int demoflags;
clientstate state;
vector<gameevent> events;
vector<uchar> position, messages;
string lastsaytext;
int saychars, lastsay, spamcount, badspeech, badmillis;
int at3_score, at3_lastforce, eff_score;
bool at3_dontmove;
int spawnindex;
int spawnperm, spawnpermsent;
bool autospawn;
int salt;
string pwd;
uint authreq; // for AUTH
string authname; // for AUTH
int mapcollisions, farpickups;
enet_uint32 bottomRTT;
medals md;
bool upspawnp;
int lag;
vec spawnp;
int nvotes;
int input, inputmillis;
int ffire, wn, f, g, t, y, p;
int yb, pb, oy, op, lda, ldda, fam;
int nt[10], np, lp, ls, lsm, ld, nd, nlt, lem, led;
vec cp[10], dp[10], d0, lv, lt, le;
float dda, tr, sda;
int ps, ph, tcn, bdt, pws;
float pr;
int yls, pls, tls;
int bs, bt, blg, bp;
gameevent &addevent()
{
static gameevent dummy;
if(events.length()>100) return dummy;
return events.add();
}
void mapchange(bool getmap = false)
{
state.reset();
events.setsize(0);
overflow = 0;
timesync = false;
isonrightmap = m_coop;
spawnperm = SP_WRONGMAP;
spawnpermsent = servmillis;
autospawn = false;
if(!getmap)
{
loggedwrongmap = false;
freshgame = true; // permission to spawn at once
}
lastevent = 0;
at3_lastforce = eff_score = 0;
mapcollisions = farpickups = 0;
md.reset();
upspawnp = false;
lag = 0;
spawnp = vec(-1e10f, -1e10f, -1e10f);
lmillis = ldt = spj = 0;
ffire = 0;
f = g = y = p = t = 0;
yb = pb = oy = op = lda = ldda = fam = 0;
np = lp = ls = lsm = ld = nd = nlt = lem = led = 0;
d0 = lv = lt = le = vec(0,0,0);
loopi(10) { cp[i] = dp[i] = vec(0,0,0); nt[i] = 0; }
dda = tr = sda = 0;
ps = ph = bdt = pws = 0;
tcn = -1;
pr = 0.0f;
yls = pls = tls = 0;
}
void reset()
{
name[0] = pwd[0] = demoflags = 0;
bottomRTT = ping = 9999;
team = TEAM_SPECT;
state.state = CS_SPECTATE;
loopi(2) skin[i] = 0;
position.setsize(0);
messages.setsize(0);
isauthed = haswelcome = false;
role = CR_DEFAULT;
lastvotecall = 0;
lastprofileupdate = fastprofileupdates = 0;
vote = VOTE_NEUTRAL;
lastsaytext[0] = '\0';
saychars = 0;
spawnindex = -1;
authreq = 0; // for AUTH
mapchange();
freshgame = false; // don't spawn into running games
mute = spam = lastvc = badspeech = badmillis = nvotes = 0;
input = inputmillis = 0;
wn = -1;
bs = bt = blg = bp = 0;
}
void zap()
{
type = ST_EMPTY;
role = CR_DEFAULT;
isauthed = haswelcome = false;
}
};
struct ban
{
ENetAddress address;
int millis, type;
};
struct worldstate
{
enet_uint32 uses;
vector<uchar> positions, messages;
};
struct server_entity // server side version of "entity" type
{
int type;
bool spawned, legalpickup, twice;
int spawntime;
short x, y;
};
struct clientidentity
{
uint ip;
int clientnum;
};
struct demofile
{
string info;
string file;
uchar *data;
int len;
vector<clientidentity> clientssent;
};
void startgame(const char *newname, int newmode, int newtime = -1, bool notify = true);
void disconnect_client(int n, int reason = -1);
void sendiplist(int receiver, int cn = -1);
int clienthasflag(int cn);
bool refillteams(bool now = false, int ftr = FTR_AUTOTEAM);
void changeclientrole(int client, int role, char *pwd = NULL, bool force=false);
mapstats *getservermapstats(const char *mapname, bool getlayout = false, int *maploc = NULL);
int findmappath(const char *mapname, char *filename = NULL);
int calcscores();
void recordpacket(int chan, void *data, int len);
void senddisconnectedscores(int cn);
void process(ENetPacket *packet, int sender, int chan);
void welcomepacket(packetbuf &p, int n);
void sendwelcome(client *cl, int chan = 1);
void sendpacket(int n, int chan, ENetPacket *packet, int exclude = -1, bool demopacket = false);
int numclients();
bool updateclientteam(int cln, int newteam, int ftr);
void forcedeath(client *cl);
void sendf(int cn, int chan, const char *format, ...);
extern bool isdedicated;
extern string smapname;
extern mapstats smapstats;
extern char *maplayout;
const char *messagenames[SV_NUM] =
{
"SV_SERVINFO", "SV_WELCOME", "SV_INITCLIENT", "SV_POS", "SV_POSC", "SV_POSN", "SV_TEXT", "SV_TEAMTEXT", "SV_TEXTME", "SV_TEAMTEXTME", "SV_TEXTPRIVATE",
"SV_SOUND", "SV_VOICECOM", "SV_VOICECOMTEAM", "SV_CDIS",
"SV_SHOOT", "SV_EXPLODE", "SV_SUICIDE", "SV_AKIMBO", "SV_RELOAD", "SV_AUTHT", "SV_AUTHREQ", "SV_AUTHTRY", "SV_AUTHANS", "SV_AUTHCHAL",
"SV_GIBDIED", "SV_DIED", "SV_GIBDAMAGE", "SV_DAMAGE", "SV_HITPUSH", "SV_SHOTFX", "SV_THROWNADE",
"SV_TRYSPAWN", "SV_SPAWNSTATE", "SV_SPAWN", "SV_SPAWNDENY", "SV_FORCEDEATH", "SV_RESUME",
"SV_DISCSCORES", "SV_TIMEUP", "SV_EDITENT", "SV_ITEMACC",
"SV_MAPCHANGE", "SV_ITEMSPAWN", "SV_ITEMPICKUP",
"SV_PING", "SV_PONG", "SV_CLIENTPING", "SV_GAMEMODE",
"SV_EDITMODE", "SV_EDITXY", "SV_EDITARCH", "SV_EDITBLOCK", "SV_EDITD", "SV_EDITE", "SV_NEWMAP",
"SV_SENDMAP", "SV_RECVMAP", "SV_REMOVEMAP",
"SV_SERVMSG", "SV_ITEMLIST", "SV_WEAPCHANGE", "SV_PRIMARYWEAP",
"SV_FLAGACTION", "SV_FLAGINFO", "SV_FLAGMSG", "SV_FLAGCNT",
"SV_ARENAWIN",
"SV_SETADMIN", "SV_SERVOPINFO",
"SV_CALLVOTE", "SV_CALLVOTESUC", "SV_CALLVOTEERR", "SV_VOTE", "SV_VOTERESULT",
"SV_SETTEAM", "SV_TEAMDENY", "SV_SERVERMODE",
"SV_IPLIST",
"SV_LISTDEMOS", "SV_SENDDEMOLIST", "SV_GETDEMO", "SV_SENDDEMO", "SV_DEMOPLAYBACK",
"SV_CONNECT",
"SV_SWITCHNAME", "SV_SWITCHSKIN", "SV_SWITCHTEAM",
"SV_CLIENT",
"SV_EXTENSION",
"SV_MAPIDENT", "SV_HUDEXTRAS", "SV_POINTS"
};
const char *entnames[] =
{
"none?",
"light", "playerstart", "pistol", "ammobox","grenades",
"health", "helmet", "armour", "akimbo",
"mapmodel", "trigger", "ladder", "ctf-flag", "sound", "clip", "plclip", "dummy", ""
};
// entity attribute scaling and wraparound definitions for mapformat 10
short entwraparound[MAXENTTYPES][7] =
{ // limit angles to 0..359 degree and mapsound slot numbers to 0..255
{ 0, 0, 0, 0, 0, 0, 0 }, // deleted
{ 0, 0, 0, 0, 0, 0, 0 }, // light
{ 3600, 0, 0, 0, 0, 0, 0 }, // playerstart
{ 0, 0, 0, 0, 0, 0, 0 }, // pistol
{ 0, 0, 0, 0, 0, 0, 0 }, // ammobox
{ 0, 0, 0, 0, 0, 0, 0 }, // grenades
{ 0, 0, 0, 0, 0, 0, 0 }, // health
{ 0, 0, 0, 0, 0, 0, 0 }, // helmet
{ 0, 0, 0, 0, 0, 0, 0 }, // armour
{ 0, 0, 0, 0, 0, 0, 0 }, // akimbo
{ -3600, 0, 0, 0, -3600, 0, 0 }, // mapmodel
{ 0, 0, 0, 0, 0, 0, 0 }, // trigger
{ 0, 0, 0, 0, 0, 0, 0 }, // ladder
{ -3600, 0, 0, 0, 0, 0, 0 }, // ctf-flag
{ 256, 0, 0, 0, 0, 0, 0 }, // sound
{ 0, 0, 0, 0, 0, 0, 4 }, // clip
{ 0, 0, 0, 0, 0, 0, 4 }, // plclip
{ 0, 0, 0, 0, 0, 0, 0 } // dummy
};
uchar entscale[MAXENTTYPES][7] =
{ // (no zeros allowed here!)
{ 1, 1, 1, 1, 1, 1, 1 }, // deleted
{ 1, 1, 1, 1, 1, 1, 1 }, // light
{ 10, 1, 1, 1, 1, 1, 1 }, // playerstart
{ 10, 1, 1, 1, 1, 1, 1 }, // pistol
{ 10, 1, 1, 1, 1, 1, 1 }, // ammobox
{ 10, 1, 1, 1, 1, 1, 1 }, // grenades
{ 10, 1, 1, 1, 1, 1, 1 }, // health
{ 10, 1, 1, 1, 1, 1, 1 }, // helmet
{ 10, 1, 1, 1, 1, 1, 1 }, // armour
{ 10, 1, 1, 1, 1, 1, 1 }, // akimbo
{ 10, 1, 5, 1, 10, 1, 1 }, // mapmodel
{ 1, 1, 1, 1, 1, 1, 1 }, // trigger
{ 1, 1, 1, 1, 1, 1, 1 }, // ladder
{ 10, 1, 1, 1, 1, 1, 1 }, // ctf-flag
{ 1, 1, 1, 1, 1, 1, 1 }, // sound
{ 10, 5, 5, 5, 1, 10, 1 }, // clip
{ 10, 5, 5, 5, 1, 10, 1 }, // plclip
{ 1, 1, 1, 1, 1, 1, 1 } // dummy
};
// see entity.h:61: struct itemstat { int add, start, max, sound; };
// Please update ./ac_website/htdocs/docs/introduction.html if these figures change.
itemstat ammostats[NUMGUNS] =
{
{ 1, 1, 1, S_ITEMAMMO }, // knife dummy
{ 20, 60, 100, S_ITEMAMMO }, // pistol
{ 15, 30, 30, S_ITEMAMMO }, // carbine
{ 14, 28, 21, S_ITEMAMMO }, // shotgun
{ 60, 90, 90, S_ITEMAMMO }, // subgun
{ 10, 20, 15, S_ITEMAMMO }, // sniper
{ 40, 60, 60, S_ITEMAMMO }, // assault
{ 30, 45, 75, S_ITEMAMMO }, // cpistol
{ 1, 0, 3, S_ITEMAMMO }, // grenade
{100, 0, 100, S_ITEMAKIMBO} // akimbo
};
itemstat powerupstats[I_ARMOUR-I_HEALTH+1] =
{
{33, 0, 100, S_ITEMHEALTH}, // 0 health
{25, 0, 100, S_ITEMARMOUR}, // 1 helmet
{50, 0, 100, S_ITEMARMOUR}, // 2 armour
};
guninfo guns[NUMGUNS] =
{
// Please update ./ac_website/htdocs/docs/introduction.html if these figures change.
//mKR: mdl_kick_rot && mKB: mdl_kick_back
//reI: recoilincrease && reB: recoilbase && reM: maxrecoil && reF: recoilbackfade
//pFX: pushfactor
//modelname sound reloadtime damage projspeed spread magsize mKB reB reF isauto
// title reload attackdelay piercing part recoil mKR reI reM pFX
{ "knife", "Knife", S_KNIFE, S_NULL, 0, 500, 50, 100, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 1, false },
{ "pistol", "Pistol", S_PISTOL, S_RPISTOL, 1400, 160, 18, 0, 0, 0, 53, 10, 10, 6, 5, 6, 35, 58, 125, 1, false },
{ "carbine", "TMP-M&A CB", S_CARBINE, S_RCARBINE, 1800, 720, 60, 40, 0, 0, 10, 60, 10, 4, 4, 10, 60, 60, 150, 1, false },
{ "shotgun", "V-19 CS", S_SHOTGUN, S_RSHOTGUN, 2400, 880, 1, 0, 0, 0, 1, 35, 7, 9, 9, 10, 140, 140, 125, 1, false }, // CAUTION dmg only sane for server!
{ "subgun", "A-ARD/10 SMG", S_SUBGUN, S_RSUBGUN, 1650, 80, 16, 0, 0, 0, 45, 15, 30, 1, 2, 5, 25, 50, 188, 1, true },
{ "sniper", "AD-81 SR", S_SNIPER, S_RSNIPER, 1950, 1500, 82, 25, 0, 0, 50, 50, 5, 4, 4, 10, 85, 85, 100, 1, false },
{ "assault", "MTP-57 AR", S_ASSAULT, S_RASSAULT, 2000, 120, 22, 0, 0, 0, 18, 30, 20, 0, 2, 3, 25, 50, 115, 1, true },
{ "cpistol", "nop", S_PISTOL, S_RPISTOL, 1400, 120, 19, 0, 0, 0, 35, 10, 15, 6, 5, 6, 35, 50, 125, 1, false }, // temporary
{ "grenade", "Grenades", S_NULL, S_NULL, 1000, 650, 200, 0, 20, 6, 1, 1, 1, 3, 1, 0, 0, 0, 0, 3, false },
{ "pistol", "Akimbo", S_PISTOL, S_RAKIMBO, 1400, 80, 19, 0, 0, 0, 50, 10, 20, 6, 5, 4, 15, 25, 115, 1, true },
};
const char *gunnames[NUMGUNS + 1];
const char *teamnames[] = {"CLA", "RVSF", "CLA-SPECT", "RVSF-SPECT", "SPECTATOR", "", "void"};
const char *teamnames_s[] = {"CLA", "RVSF", "CSPC", "RSPC", "SPEC", "", "void"};
const char *killmessages[2][NUMGUNS] =
{
{ "", "busted", "picked off", "peppered", "sprayed", "punctured", "shredded", "busted", "", "busted" },
{ "slashed", "", "", "splattered", "", "headshot", "", "", "gibbed", "" }
};
#define C(x) (1<<(SC_##x))
soundcfgitem soundcfg[S_NULL] =
{ // name desc vol, loop, rad, key, flags
{ "player/jump", "Jump", 80, 0, 0, S_JUMP, C(MOVEMENT) }, // 0
{ "player/step", "Soft landing", 90, 0, 24, S_SOFTLAND, C(MOVEMENT) }, // 1
{ "player/land", "Hard landing", 95, 0, 24, S_HARDLAND, C(MOVEMENT) }, // 2
{ "weapon/ric1", "Ricochet air 1", 0, 0, 0, S_BULLETAIR1, C(BULLET) }, // 3
{ "weapon/ric2", "Ricochet air 2", 0, 0, 0, S_BULLETAIR2, C(BULLET) }, // 4
{ "weapon/ric3", "Ricochet hit", 0, 0, 0, S_BULLETHIT, C(BULLET) }, // 5
{ "weapon/waterimpact", "Bullet (water impact)", 0, 0, 0, S_BULLETWATERHIT, C(BULLET) }, // 6
{ "weapon/knife", "Knife", 0, 0, 0, S_KNIFE, C(WEAPON) }, // 7
{ "weapon/usp", "Pistol", 0, 0, 0, S_PISTOL, C(WEAPON) }, // 8
{ "weapon/pistol_reload", "Pistol reloading", 0, 0, 0, S_RPISTOL, C(WEAPON) }, // 9
{ "weapon/carbine", "Carbine", 0, 0, 0, S_CARBINE, C(WEAPON) }, // 10
{ "weapon/carbine_reload", "Carbine reloading", 0, 0, 0, S_RCARBINE, C(WEAPON) }, // 11
{ "weapon/shotgun", "Shotgun", 0, 0, 0, S_SHOTGUN, C(WEAPON) }, // 12
{ "weapon/shotgun_reload", "Shotgun reloading", 0, 0, 0, S_RSHOTGUN, C(WEAPON) }, // 13
{ "weapon/sub", "Submachine gun", 0, 0, 0, S_SUBGUN, C(WEAPON) }, // 14
{ "weapon/sub_reload", "Submachine gun reloading", 0, 0, 0, S_RSUBGUN, C(WEAPON) }, // 15
{ "weapon/sniper", "Sniper", 0, 0, 0, S_SNIPER, C(WEAPON) }, // 16
{ "weapon/sniper_reload", "Sniper reloading", 0, 0, 0, S_RSNIPER, C(WEAPON) }, // 17
{ "weapon/auto", "Assault rifle", 0, 0, 0, S_ASSAULT, C(WEAPON) }, // 18
{ "weapon/auto_reload", "Assault rifle reloading", 0, 0, 0, S_RASSAULT, C(WEAPON) }, // 19
{ "misc/pickup_ammo_clip", "Ammo pickup", 0, 0, 0, S_ITEMAMMO, C(PICKUP) }, // 20
{ "misc/pickup_health", "Health pickup", 0, 0, 0, S_ITEMHEALTH, C(PICKUP) }, // 21
{ "misc/pickup_armour", "Armour pickup", 0, 0, 0, S_ITEMARMOUR, C(PICKUP) }, // 22
{ "misc/tick9", "Akimbo pickup", 0, 0, 0, S_ITEMAKIMBO, C(PICKUP) }, // 23
{ "weapon/clip_empty", "Empty clip", 0, 0, 0, S_NOAMMO, C(WEAPON) }, // 24
{ "misc/tick11", "Akimbo finished", 0, 0, 0, S_AKIMBOOUT, C(PICKUP) }, // 25
{ "player/pain1", "Pain 1", 0, 0, 0, S_PAIN1, C(PAIN) }, // 26
{ "player/pain2", "Pain 2", 0, 0, 0, S_PAIN2, C(PAIN) }, // 27
{ "player/pain3", "Pain 3", 0, 0, 0, S_PAIN3, C(PAIN) }, // 28
{ "player/pain4", "Pain 4", 0, 0, 0, S_PAIN4, C(PAIN) }, // 29
{ "player/pain5", "Pain 5", 0, 0, 0, S_PAIN5, C(PAIN) }, // 30
{ "player/pain6", "Pain 6", 0, 0, 0, S_PAIN6, C(PAIN) }, // 31
{ "player/die1", "Die 1", 0, 0, 0, S_DIE1, C(PAIN) }, // 32
{ "player/die2", "Die 2", 0, 0, 0, S_DIE2, C(PAIN) }, // 33
{ "weapon/grenade_exp", "Grenade explosion", 0, 0, 0, S_FEXPLODE, C(BULLET) }, // 34
{ "player/splash1", "Splash 1", 0, 0, 0, S_SPLASH1, C(MOVEMENT) }, // 35
{ "player/splash2", "Splash 2", 0, 0, 0, S_SPLASH2, C(MOVEMENT) }, // 36
{ "ctf/flagdrop", "Flag drop", 0, 0, 0, S_FLAGDROP, C(OTHER) }, // 37
{ "ctf/flagpickup", "Flag pickup", 0, 0, 0, S_FLAGPICKUP, C(OTHER) }, // 38
{ "ctf/flagreturn", "Flag return", 0, 0, 0, S_FLAGRETURN, C(OTHER) }, // 39
{ "ctf/flagscore", "Flag score", 0, 0, 0, S_FLAGSCORE, C(OTHER) }, // 40
{ "weapon/grenade_pull", "Grenade pull", 0, 0, 0, S_GRENADEPULL, C(WEAPON) }, // 41
{ "weapon/grenade_throw", "Grenade throw", 0, 0, 0, S_GRENADETHROW, C(WEAPON) }, // 42
{ "weapon/grenade_bounce1", "Grenade bounce 1", 0, 0, 0, S_GRENADEBOUNCE1, C(WEAPON) }, // 43
{ "weapon/grenade_bounce2", "Grenade bounce 2", 0, 0, 0, S_GRENADEBOUNCE2, C(WEAPON) }, // 44
{ "weapon/pistol_akreload", "Akimbo reload", 0, 0, 0, S_RAKIMBO, C(WEAPON) }, // 45
{ "misc/change_gun", "Change weapon", 0, 0, 0, S_GUNCHANGE, C(WEAPON) }, // 46
{ "misc/impact_t", "Hit sound", 0, 0, 0, S_HITSOUND, C(BULLET) }, // 47
{ "player/gib", "Gib sounds", 0, 0, 0, S_GIB, C(PAIN) }, // 48
{ "misc/headshot", "Headshot", 10, 0, 0, S_HEADSHOT, C(OTHER) }, // 49
{ "vote/vote_call", "Call vote", 0, 0, 0, S_CALLVOTE, C(OTHER) }, // 50
{ "vote/vote_pass", "Pass vote", 0, 0, 0, S_VOTEPASS, C(OTHER) }, // 51
{ "vote/vote_fail", "Fail vote", 0, 0, 0, S_VOTEFAIL, C(OTHER) }, // 52
{ "player/footsteps", "Footsteps", 40, 1, 20, S_FOOTSTEPS, C(MOVEMENT) }, // 53
{ "player/crouch", "Crouch", 40, 1, 10, S_FOOTSTEPSCROUCH, C(MOVEMENT) }, // 54
{ "player/watersteps", "Water footsteps", 40, 1, 20, S_WATERFOOTSTEPS, C(MOVEMENT) }, // 55
{ "player/watercrouch", "Water crouching", 40, 1, 10, S_WATERFOOTSTEPSCROUCH, C(MOVEMENT) }, // 56
{ "player/crouch_in", "Crouch-in", 85, 0, 14, S_CROUCH, C(MOVEMENT) }, // 57
{ "player/crouch_out", "Crouch-out", 75, 0, 14, S_UNCROUCH, C(MOVEMENT) }, // 58
{ "misc/menu_click1", "Menu select", 0, 0, 0, S_MENUSELECT, C(OTHER) }, // 59
{ "misc/menu_click2", "Menu enter", 0, 0, 0, S_MENUENTER, C(OTHER) }, // 60
{ "player/underwater", "Underwater", 0, 0, 0, S_UNDERWATER, C(MOVEMENT) }, // 61
{ "misc/tinnitus", "Tinnitus", 2, 0, 0, S_TINNITUS, C(OWNPAIN) }, // 62
{ "voicecom/affirmative", "Affirmative", 0, 0, 0, S_AFFIRMATIVE, C(VOICECOM)|C(TEAM) }, // 63
{ "voicecom/allrightsir", "All-right sir", 0, 0, 0, S_ALLRIGHTSIR, C(VOICECOM)|C(TEAM) }, // 64
{ "voicecom/comeonmove", "Come on, move", 0, 0, 0, S_COMEONMOVE, C(VOICECOM)|C(TEAM)|C(PUBLIC)|C(FFA) }, // 65
{ "voicecom/cominginwiththeflag", "Coming in with the flag", 0,0,0, S_COMINGINWITHTHEFLAG, C(VOICECOM)|C(TEAM) |C(FLAGONLY) }, // 66
{ "voicecom/coverme", "Cover me", 0, 0, 0, S_COVERME, C(VOICECOM)|C(TEAM) }, // 67
{ "voicecom/defendtheflag", "Defend the flag", 0, 0, 0, S_DEFENDTHEFLAG, C(VOICECOM)|C(TEAM) |C(FLAGONLY) }, // 68
{ "voicecom/enemydown", "Enemy down", 0, 0, 0, S_ENEMYDOWN, C(VOICECOM)|C(TEAM)|C(PUBLIC) }, // 69
{ "voicecom/gogetemboys", "Go get 'em boys!", 0, 0, 0, S_GOGETEMBOYS, C(VOICECOM)|C(TEAM) }, // 70
{ "voicecom/goodjobteam", "Good job team", 0, 0, 0, S_GOODJOBTEAM, C(VOICECOM)|C(TEAM) }, // 71
{ "voicecom/igotone", "I got one!", 0, 0, 0, S_IGOTONE, C(VOICECOM)|C(TEAM)|C(PUBLIC) }, // 72
{ "voicecom/imadecontact", "I made contact", 0, 0, 0, S_IMADECONTACT, C(VOICECOM)|C(TEAM) }, // 73
{ "voicecom/imattacking", "I'm attacking", 0, 0, 0, S_IMATTACKING, C(VOICECOM)|C(TEAM) }, // 74
{ "voicecom/imondefense", "I'm on defense", 0, 0, 0, S_IMONDEFENSE, C(VOICECOM)|C(TEAM) }, // 75
{ "voicecom/imonyourteamman", "I'm on your team", 0, 0, 0, S_IMONYOURTEAMMAN, C(VOICECOM)|C(TEAM) }, // 76
{ "voicecom/negative", "Negative", 0, 0, 0, S_NEGATIVE, C(VOICECOM)|C(TEAM) }, // 77
{ "voicecom/nocando", "No can do", 0, 0, 0, S_NOCANDO, C(VOICECOM)|C(TEAM) }, // 78
{ "voicecom/recovertheflag", "Recover the flag", 0, 0, 0, S_RECOVERTHEFLAG, C(VOICECOM)|C(TEAM) |C(FLAGONLY) }, // 79
{ "voicecom/sorry", "Sorry", 0, 0, 0, S_SORRY, C(VOICECOM)|C(TEAM)|C(PUBLIC)|C(FFA) }, // 80
{ "voicecom/spreadout", "Spread out", 0, 0, 0, S_SPREADOUT, C(VOICECOM)|C(TEAM) }, // 81
{ "voicecom/stayhere", "Stay here", 0, 0, 0, S_STAYHERE, C(VOICECOM)|C(TEAM) }, // 82
{ "voicecom/staytogether", "Stay together", 0, 0, 0, S_STAYTOGETHER, C(VOICECOM)|C(TEAM) }, // 83
{ "voicecom/theresnowaysir", "There's no way sir", 0, 0, 0, S_THERESNOWAYSIR, C(VOICECOM)|C(TEAM) }, // 84
{ "voicecom/wedidit", "We did it!", 0, 0, 0, S_WEDIDIT, C(VOICECOM)|C(TEAM) }, // 85
{ "voicecom/yes", "Yes", 0, 0, 0, S_YES, C(VOICECOM)|C(TEAM) }, // 86
{ "voicecom/onthemove_1", "Under way", 0, 0, 0, S_ONTHEMOVE1, C(VOICECOM)|C(TEAM) }, // 87
{ "voicecom/onthemove_2", "On the move", 0, 0, 0, S_ONTHEMOVE2, C(VOICECOM)|C(TEAM) }, // 88
{ "voicecom/igotyourback", "Got your back", 0, 0, 0, S_GOTURBACK, C(VOICECOM)|C(TEAM) }, // 89
{ "voicecom/igotyoucovered", "Got you covered", 0, 0, 0, S_GOTUCOVERED, C(VOICECOM)|C(TEAM) }, // 90
{ "voicecom/inposition_1", "In position", 0, 0, 0, S_INPOSITION1, C(VOICECOM)|C(TEAM) }, // 91
{ "voicecom/inposition_2", "In position now", 0, 0, 0, S_INPOSITION2, C(VOICECOM)|C(TEAM) }, // 92
{ "voicecom/reportin", "Report in!", 0, 0, 0, S_REPORTIN, C(VOICECOM)|C(TEAM) }, // 93
{ "voicecom/niceshot", "Nice shot", 0, 0, 0, S_NICESHOT, C(VOICECOM)|C(TEAM)|C(PUBLIC)|C(FFA) }, // 94
{ "voicecom/thanks_1", "Thanks", 0, 0, 0, S_THANKS1, C(VOICECOM)|C(TEAM)|C(PUBLIC)|C(FFA) }, // 95
{ "voicecom/thanks_2", "Thanks, man", 0, 0, 0, S_THANKS2, C(VOICECOM)|C(TEAM)|C(PUBLIC)|C(FFA) }, // 96
{ "voicecom/awesome_1", "Awesome (1)", 0, 0, 0, S_AWESOME1, C(VOICECOM)|C(TEAM)|C(PUBLIC)|C(FFA) }, // 97
{ "voicecom/awesome_2", "Awesome (2)", 0, 0, 0, S_AWESOME2, C(VOICECOM)|C(TEAM)|C(PUBLIC)|C(FFA) }, // 98
{ "misc/pickup_helmet", "Helmet pickup", 0, 0, 0, S_ITEMHELMET, C(PICKUP) }, // 99
{ "player/heartbeat", "Heartbeat", 0, 0, 0, S_HEARTBEAT, C(OWNPAIN) }, // 100
{ "ktf/flagscore", "KTF score", 0, 0, 0, S_KTFSCORE, C(OTHER) }, // 101
{ "misc/camera", "Screenshot", 0, 0, 0, S_CAMERA, C(OTHER) } // 102
};
#undef C